Animations - Need a Pro / Someone Experienced in it
#1
Posté 25 juillet 2012 - 08:21
Currently working on animations now as part of a large game remake thats already involved improving character appearance and adding scripted skills, next is romance scenes and adding animations to the new scripted skills to make them look more to what people expect these days, I made animations before that worked but I have no idea why they wont work now, I am naming them Correctly I believe, P_HHF_HEY.GR2 , and calling it ingame with the ga_play_custom_animation , sanim String is HEY in the toolset. Is there something I should know, I'm guessing theres a bad setting in the Granny Exporter? Is there a way to check? Or do I need To Name the Bones someing different in 3ds max because they skeleton is still P_HHF_skel
Summary: Can someone give me a checklist as to what needs to be done with animations, or the name of a program that can check what was done wrong, or a program to animation NWN2 easier?. Really trying to support this game.
#2
Posté 25 juillet 2012 - 08:57
If you dont do this and just start moving things around with auto key, it will not work AT ALL.
ALSO - You must leave the toolset if your editing the animation while its open, because it often fails to update and leaves you thinking your changes to the animation aren't working. Something Insanely Stressful.
Modifié par Nenilai, 25 juillet 2012 - 09:15 .
#3
Posté 25 juillet 2012 - 09:28
think i got it too,
#4
Posté 25 juillet 2012 - 09:58
hellfire redid the skeletons and such, and has the best info on the subject. ( how he did swimming and horses )
Bet he could use some help at that, if you want to redo the games animations that site is where most of the info is at on the subject.
#5
Posté 25 juillet 2012 - 11:14
painofdungeoneternal wrote...
check out www.rwscreations.com
hellfire redid the skeletons and such, and has the best info on the subject. ( how he did swimming and horses )
Bet he could use some help at that, if you want to redo the games animations that site is where most of the info is at on the subject.
Awesome man thank you, really appreciated.
#6
Posté 27 juillet 2012 - 05:01
Well, he did specifically say he would not go over how to animate in 3ds. What you describe is keframing basics as far as animating goes.Nenilai wrote...
Ah nm I got it , just needed a starting animation, the PDF should be redone to specify you MUST absolutely MUST start off Selecting the entire skeleton and hitting the Key. This creates a starting pose.
If you dont do this and just start moving things around with auto key, it will not work AT ALL.
ALSO - You must leave the toolset if your editing the animation while its open, because it often fails to update and leaves you thinking your changes to the animation aren't working. Something Insanely Stressful.
Anyway, glad you got it working.
BTW, where do you find the cloak animations? I've done several NPC animations, like a human male fishing and casting his line etc, but haven't gotten into PC animations for say heed's PC Tools gadget. You need to make 8 so all races can use it, plus you need to have a cloak animation for each. I haven't looked too hard into it yet, but have you figured out where cloak animations/skeletons are stored?
#7
Posté 29 août 2012 - 09:51
No idea how to mix motion capturing and all, I've learned all my coding design and animation without any schooling or training, just insane reading and practice. So its all manually done the slow way, anything else would be a dream for me.
#8
Posté 04 septembre 2012 - 08:33





Retour en haut






